Add initial stencil documentation#10991
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| | **compare_equal** | Pass stencil test if the reference value is equal to the stencil buffer value. | | ||
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missing documentation:
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| **compare_always** | Always pass stencil test. |
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The missing documentation was amended. Though there seems to be one space too many in the Stencil mode column and the dot is missing in the Description text.
clayjohn
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This should also have an example of a super basic stencil material so users can see how the syntax looks
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| | **depth_test_disabled** | Disable depth testing. | | ||
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| | **depth_test_default** | Depth test will discard the pixel if it is behind other pixels. | |
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Will need to mention using Depth test equal for opaque pass in in Forward+ renderer
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Will need to mention using Depth test equal for opaque pass in in Forward+ renderer
What would a user do with that extra information? I can't think of a scenario in which the user can tell the difference.
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I don' tthink i can fit it in this line of the documentation. any suggestion on where to put it?
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You can make this description take multiple lines
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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| You can only read from stencil in the transparent pass. |
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| You can only read from stencil in the transparent pass. | |
| You can only read from the stencil buffer in the transparent pass. |
| You can only read from stencil in the transparent pass. | ||
| Any attempt to read in the opaque pass will fail, as it's currently not supported behavior. | ||
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| Also, stencil operations aren't yet supported in compositor effects. |
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That's not true, stencil operations have been supported in compositor effects from the beginning. What isn't supporting is copying the main renderers stencil buffer into a custom texture
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I don't understand what this means. If stencils from the main renderer can't be used, then maybe it's technically correct to say they are supported, but i don't think it makes sense in the doc to say that you can use them..?
Documentation for godotengine/godot#80710